Kumatanchi

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DevelopersVanillaware
Ashinaga Oji-san
DirectorTakehiro Shiga
ProducerNobuhiro Takagaki
Kumatanchi
A group of anthropomorphic people, diminutive humanoid versions of various animals, set on or around a sofa.
DevelopersVanillaware
Ashinaga Oji-san
PublisherDimple Entertainment
DirectorTakehiro Shiga
ProducerNobuhiro Takagaki
ArtistTakehiro Shiga
ComposersKimihiro Abe
Mitsuhiro Kaneda
PlatformNintendo DS
Release
  • JP: September 25, 2008
GenreLife simulation
ModeSingle-player

Kumatanchi (Japanese: くまたんち; "Kuma-tan Zoo") is a life simulation video game co-developed for the Nintendo DS by Vanillaware and doujin studio Ashinaga Oji-san. It was published on September 25, 2008, by Dimple Entertainment. The premise and gameplay revolves around the player taking care of an anthropomorphic girl based on the mascot character Habanero-tan, seeing her interactions with other anthropomorphic characters over two weeks in real-time. Due to its gameplay and subject matter, it was only released in Japan.

Vanillaware artist Takehiro "Shigatake" Shiga acted as both director and character designer, with the game being an attempt by Vanillaware to produce two projects at the same time. Production was stressful due to staff shortages, putting Shiga off the idea of directing any more games. The music, composed by Kimihiro Abe and Mitsuhiro Kaneda of Basiscape, was meant to break away from the company's traditional sound. Kumatanchi met with low sales and mixed reviews from Japanese and Western journalists.

The game protagonist, a female andthropromorphic bear, looks at the player in her furnished living room.
Kuma-tan in her room, where the player can interact with her

Kumatanchi is a life simulation video game, set in a zoo housing moe anthropomorphic young girls; the player assumes the role of a caretaker at a zoo, tasked with looking after a new arrival, the bear girl Kuma-tan.[1] The interactions with Kuma-tan influence her mood and performance during public shows in the zoo.[2][3][4] The game takes place over two weeks in real-time, during which time the player must raise Kuma-tan's standing in the zoo by interacting with her as much as possible. The player interacts with her in her home, which can be outfitted with furniture and activities. At set points in the game, Kuma-tan receives visits from other zoo inhabitants, which further reflect on Kuma-tan's progress.[3][4]

Kuma-tan's mood and hunger levels are each divided into five stages, and can be maintained by feeding and interacting with her regularly. Players can give positive reinforcement to her by patting her head. Too much patting can cause her to misbehave, and may be balanced with a disciplinary flick to the forehead. Players may interact with other animals in the zoo, allowing Kuma-tan's mood to become better by taking part in conversations and activities, as well as purchase food from the zoo's shop.[2][3] Accessories are paid for with money earned by selling themed merchandise and pictures of Kuma-tan to zoo visitors, with some pictures yielding higher rewards depending on Kuma-tan's mood.[3] At the end of the two weeks, the player's choices are reflected in Kuma-tan's behavior.[4]

Development and release

Reception

References

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